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The Future of Videogames, 1977

In January 1977, the Electronic Engineering Times organized a three-day gathering of designers, manufacturers, consultants, and suppliers hailing from the nascent electronic game industry. Eighteen talks from this First Annual Gametronics Conference were later collected in the Gametronics Proceedings, archiving a fascinating glimpse into the diverse and exciting future of ...

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Don’t Call It A Remake

The latest announcement of the Final Fantasy VII remake’s episodic structure has triggered the expected blowback from those who hoped their beloved JRPG would never stray from the perceived perfection of the original. Square is in a no-win position, both trying to update the dated aspects of a strange and ...

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Knots & Loops

Images of Videogame Narratives The following paper was originally delivered at the Readers' Advisory Forum of the American Library Association in Washington D.C., June 2010. As you may notice from the title of my discussion, I have, through a minor prepositional adjustment, taken on today’s theme in a slightly oblique manner. ...

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I AM EXTRA: Manic Compression

How Donkey Kong's programmers used compression to save ROM space. The following section is one of I AM ERROR’s oldest—it appeared in the initial drafts of chapter 2 (which I wrote first) in early 2012. It also remained intact until quite late in the manuscript process—at least until mid-2014—lodged between the ...

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Cuts, corpora, and commentaries from I AM ERROR. Good writing means making sacrifices, and editing is among the hardest tasks that a writer will face. During the nearly four-year process of pitching, researching, drafting, editing, revising, and finally publishing my first book, I AM ERROR, I wrote over 160,000 words and ...

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